This unofficial project ports most of Sonic Unleashed's daytime levels from the Xbox 360 version into Sonic Generations on PC. It also includes any improvements that are deemed as necessary to accomodate to the better control scheme, higher resolution graphics, and much smoother framerate.

You'll need 7-Zip, WinRAR, or any .7z compatible software to extract this file.

No console limitations. This means support for unlimited resolutions, high-quality texture filtering and 60 FPS gameplay as long as you have the hardware for it. Stages that had performance problems in the original game now work perfectly (with a proper setup).

Eight Modern Sonic stages completely readapted from Sonic Unleashed. Lots of layout improvements, recreation of gimmicks, and fixing various bugs/glitches.

Brand new White World Stage for level selection. Enjoy the new soundtrack arranged by Falk.

Superior control scheme, player speed, consistent camera control (no wildly changing FOVs or distances that would make a player nauseous and confused), support for various skills (such as Super Sonic), etc.

Classic linear progression system for starting a new game. This new game won't overwrite your current save file (as long as you don't disable savefile redirection), so you can collect Red Rings and have new score and time records.

New Red Ring locations for each level. S Ranks will require you to speedrun and optimize your route as much as possible.

Alternate and experimental FxPipeline renderer included within the game. Provides support for special effects from Sonic Unleashed, such as directional shadows, directional light shafts, better motion blur, and much more! (Recommended to use)

Installing the mod

Simple
Extract the contents of the file you downloaded to anywhere you want. Find where Sonic Generations is stored on your computer.

Run SonicGMI.exe as Administrator* (should be located in the same folder where SonicGenerations.exe is). If your Sonic Generations exe is not modified yet to support mods, simply click the Install/Uninstall button on the bottom.

*: Running as administrator is not a requirement, but it seems to help when creating the FxPipeline renderer.

Configuring mods

Once your game is set up to support mods, all you need to do to play is enable them via SonicGMI.

To play the Unleashed Project, simply check the box next to its name on the mods list. If you intend to use the FxPipeline renderer, you should also enable the "Unleashed FxPipeline Shaders" mod the same way. Both configuration examples are shown here.

Installing FxPipeline Renderer: Check the "Enable FxPipeline Renderer" box as shown here, and click on the "Create alternate executable" button. Please note this is a one-time operation only. Once it's available, the Save and Play button will be enabled.

This is a post that was supposed to come a long time ago, but I never really got around to finishing it in time. Since it's time for the MOTY voting awards, it sounds like a good time to wrap this up.

This is a technical breakdown of all the events and research that went into developing this mod, starting from its early inception a month after the release of Sonic Generations for PC/360/PS3. This also includes an indepth explanation of most replacements, workarounds, and design decisions that made it into the final product. It should be an interesting insight into how modding a game that has absolutely zero official modding tools or support works, and all the problems that had to be solved as a result. There might be some inaccuracies on the timing of the events, but most of what I explain here can be checked on the 255-pages long hacking topic over at Sonic Retro.

I've ran into some problems with the updating infrastructure, so I'm looking for a good solution first. The only update so far since release has been for the FxPipeline Shaders mod, and I recommend you to update it if you had the "blur" bug present in Intel HD and newer driver version Radeon 7000 cards. Apart from some minor layout changes to fix bugs in some levels, there's not much else to patch other than adding brand new content. The issues with freezing aren't fully reported in detail, aren't consistent to reproduce, and further access to CPKREDIR's source code and debugging functionality is needed to track the problems. I've heard the Low End Mod might be causing more troubles than it solves, so that's probably worth disabling to see if it fixes some issues or not.

I can't really promise if new content is coming or not, as I've felt THIS particular project itself is mostly finished unless there's some strides in hacking for getting more level slots to work. I'm not a huge fan of the current alternative of having to split mods, especially with how savefile compatibility and managing the files in general would work. But that doesn't prevent anyone else from trying to do more content now that I've explained most of the work necessary. With that said, anyone has my permission to reuse the custom assets or files included in this mod as long as they're properly credited.

Conclusion

Thanks for reading, and I hope these articles are an interesting insight into the development of this project. We're very grateful for the support you all provided us over the entire year we spent on this mod, and all the team is really glad you all got to enjoy the final product.

As a bonus, here's a gift!

A new mod by TwilightZoney, which replaces Modern Sonic's model and animations with the ones from Sonic Unleashed. He put a lot of work into adapting the animations properly to the new skeleton, and converting almost all of the animations in the game to be compatible with both the Unleashed Project and regular Generations:

Remember to participate in the voting for the Mod of the Year 2013 awards! We'd really appreciate your vote as well. If you'd like to vote for us, go to the mod's main page. Scroll down and you'll find the voting button right below Professor Pickle.

The mod works great! I'm forced to use the low end version though. My laptop would actually be able to handle the normal version, except it still performs that annoying hardware check so I can't force it to use the nvidia optimus gpu. Instead, it uses the stupid Intel hd graphics. Could you perhaps make a mod or a hack that removes this hardware check? Thanks.

Sometimes on Windmill Isle, when Sonic uses blast off the first frames it is possible he splats against an invisible wall and even gets launched far, far to the air.

Then on rooftop run, when you take the first launchpad, there is a little area of the ground to the left that doesn't gets loaded, so if you pay attention you can see through the ground. It isn't on the path Sonic takes, just some glitched background, but yeah.

Noticed the same thing for Windmill Isle, but dunno about Rooftop Run, though. But sometimes in Cool Edge, when you're boosting across the water, Sonic just decides to dive into the water and die... Same level, classic Sonic, after that first whale launches you with it's tail, if you're on a skateboard you will not land where you are suppose to but you will hit a wall, fall down and die, but if you lose the skateboard, by hitting the spikes before the whale part, you will land where you need to though Sonic will just keep moving without you being able to control him left or right just like he's on a skateboard.